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I have participated in multiple game jams, here are my most notable game jam games.

MEGA 2020 Game Jam

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Award: Best Overall, Best Art, Best Audio & Best Game Design

Game Name: Onryo

Role: Designer

Software used: Unity, Aseprite, Unity Collab

When: February 28 - March 1 2020

Team Size: 5

Organization: USC MEGA

 

I worked on Onryo, a 2D pixel horror game where you run away from a vengeful spirit. I designed the whole level inside Unity using a tilemap as well as worked on the underlying mechanics and narrative.

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Made with Friends​

Game Name: GutterBoy & the Mysterious Case of Amoebic Dysentery

Role: Designer, Artist

Software used: Unreal Engine 4, Maya, Substance Painter, Photoshop

When: April 2019

Team Size: 6

Organization: N/A

 

I worked on Gutterboy, a top down shooter where you play as Gutterboy and must annhilate the poo monsters and pee rats of the sewers. I primarily did art and design, 3D modeling and texturing the main character and enemy mobs as well as the plunger weapon. 

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MEGA Fall 2020 Newbies + Vets Game Jam 

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Award: Best Game Overall

Game Name: Highway Hell

Role: Programmer / Designer / Artist

Software used: Unity, Github, Maya

When: October 16-18 2020

Team Size: 9

Organization: USC MEGA

 

I worked on Highway Hell, a chaotic 3D endless runner where you try and escape an eldritch horror in traffic, where I primarily programmed features such as all the UI elements, audio, and screen shake, as well as combining all the features various engineers pushed into one scene and making sure it was functional and fun by iterating and tweaking the values. I also 3D modeled the enemy trucks/cars and the road. 

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Global Game Jam 2020

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Game Name: Shipshape

Role: Artist

Software used: Unity, Piskel

When: January 31 - February 2 2020

Team Size: 8

Organization: USC MEGA

 

I worked on Shipshape, a top down shooter where you must protect your ship from being destroyed by firing various cannons around the ship. I primarily did pixel art and animation for many of the enemies as well as initial ideation and design. This was a great experience in learning to limit scope, as we cut many of the features throughout the jam, which allowed us to polish what we had and actually make a functioning game.  It was also super exciting because it was my first jam where I got to watch people play our game, and people often came back to our booth to try and get a high score or reclaim the throne if their high score had been beaten. We didn't even have high score functionality in the game, so we had gotten a phone timer and timed each run and wrote down the high scores on a piece of paper. Just seeing people interested and excited about something I had worked on was a very cool experience. 

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